Darkest Dungeon®

Darkest Dungeon®

Darkest Dungeon Tactics (Formations only)
13 Comments
Dispenser (bert) 7 Jun @ 4:47am 
Enjoying the mod overall, I really am. I would recommend not using this mod to begin a new save, however.
I have to ask - why do the Old Road fights consist almost entirely of high dodge blight/bleed enemies, when you have very little ability to mitigate DoT at this point?
Completed the mission without issue once, then went around a second time for mod reasons and am struggling to leave without at least one guy Crimsoned and/or melting to death :steamsalty:
Huntsman 24 Sep, 2022 @ 9:35am 
First enemy group on the old road, on Radiant difficulty, killed Dismas within two turns. This is just... not a well-balanced mod.
budderhydra 7 Dec, 2021 @ 11:29pm 
do dungeon mashes include modded enemies?
Shay 3 Mar, 2019 @ 2:30pm 
Is this compatible with the VIrulent Courtyard mod?
Seyren 'D' Windsor  [author] 11 Aug, 2018 @ 5:52am 
Thanks, got that fixed.
NoirC 11 Aug, 2018 @ 5:48am 
Got a debug message, in warren 3 mash, swine_reaver_B brigand_blood_B swinetaur_B combination is of size 5 which is too big.
Seyren 'D' Windsor  [author] 2 Jul, 2018 @ 11:15pm 
Yeah, only the farmstead enemies have no audio if they spawn outside of the farmstead. I have been told it's not possible to fix without coming up with a new soundbank. The errors won't show though, unless you have the debug enabled.

I considered removing the farmstead enemies from vanilla dungeons but at the moment, since their spawn chance is miniscule (only a few formations exist for them at a much lower probablity than the rest of the compositions), I might leave them be.
Jatea 2 Jul, 2018 @ 10:57pm 
Tried this out today, seems like a pretty good way to spice up the game without major additions.

Though, I encountered some errors when I went to the Ruins and found a comp of 2 webber spiders and a CoM Plowhorse - the Plowhorse made no sounds and I saw the errors of " FMOD: Could not find Event by id for event'event:/char/enemy/plowhorse_vo_hurt' " and so on for the other plowhorse's noises.

(I went to the actual Farmstead to see if another mod I had might've broken the CoM enemy sounds, but they work fine in the actual Farmstead - just at least not in the Ruins and probably elsewhere with CoM enemies)
Seyren 'D' Windsor  [author] 2 Jul, 2018 @ 7:56pm 
I am not sure. If those mods make changes to default mashes, then it's obviously incompatible.

New monsters and minibosses usually don't modify existing mashes but add them in through conditional mashes. But best to check with the mod's author as well.
plouto777 2 Jul, 2018 @ 9:40am 
How does this interact with the scarlet ruins compositions?
Pelandes 2 Jul, 2018 @ 8:05am 
Just one question. Mods that add new enemies, such as Army of Bones, House of Full of Piggies and Dreadnought Onslaught (or new bosses, such as Unleashing the Kraken or the four Mini Bosses created by A Slightly Startled Seal)... are those compatible with this mod? If they are, I'm getting this!
Seyren 'D' Windsor  [author] 2 Jul, 2018 @ 7:03am 
In the vanilla game, that the bandits (among others) can show up in the crypts etc already feel kind of weird haha. Since they are already there, may as well let them be a part of the enemy composition.
Kope 2 Jul, 2018 @ 3:56am 
Was gonna ask for this.

The issue I'm having so far is some of the formations feeling a little odd, like bandits partying up with skeletons. It just seems a little weird.

Other than that though, it's a really good mod.